Shader "Custom/fur1"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
        _FurLength ("Fur Length", Range(0.001, 1)) = 0.05
        _CutOff("maskLength",Range(0,1)) = 0.5
        _EdgeFade("边缘隐",Range(0,1)) = 0.5
    }
    SubShader
    {
        Tags { "RenderType"="transparent" }
        LOD 200


//毛发渲染shell
        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
//         #pragma surface surf Standard fullforwardshadows
        #pragma surface surf Standard fullforwardshadows vertex:vert alpha:blend
        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;
              float3 viewDir;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;
        half _FurLength;
         half _CutOff;
        half _EdgeFade;

        // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
              o.Alpha = step(_CutOff,c.a);
            
            half edgeFade = 1- (_FurLength * _FurLength);

            o.Albedo = dot(IN.viewDir,o.Normal);//debug
            edgeFade += dot(IN.viewDir,o.Normal) - _EdgeFade;
//            o.Alpha = c.a;
             o.Alpha = edgeFade;
        }
        ENDCG
    }
    FallBack "Diffuse"
}
